Current Offensive Spells:

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Subject: Current Offensive Spells: 2011-02-13, 5:16 pm

Current Server Spells and Magic:(: Does NOT include custom Magic and Spells.)

Magic and Spells fall into Ranks: Rank 1's, 2's, 3's, 4's, 5's and forbidden. Each rank costs a different amount of Mana Points. To learn Magic and Spells, you simply roll Wis or Int, Cha pending if you have approval, adding nothing. If you meet or pass the DC, then you learn the Technique (Note: If you crit, then it counts as two passes.). Every time you fail you gain a tally mark, if you gain three tally marks, then you cannot try to learn THAT technique for another two days. The DC's to learning Magic and Spells and requirements are as follows:

Note: Only one spell may be learned per day. As a general rule all Rank 4 techs have a 1 round cooldown and all rank 5 techs have a 2 round cooldown and a penalty of -2 to rolls for one round after usage. This is per rank not per tech.

DC's:

Rank 0: Has a DC of 10.Rank 1-3: Multiply the Spells Rank Number by 2, and then add 10 to it.Rank 4-5: Multiply the Spells Rank Number by 2, and then add 20 to it.Forbidden: Has a DC of 35.

NOTE: To master a Spell, the user must pass the DC 3/5 times. Each pass of the DC lower's the DC by 1 point.

Actual Spells and Magic:

Rank 0: Costs 1 Mana Point to use.

Name: Spaji (Sparks)Rank: Rank 0Description: The user opens their palms as magical energy flows between the hands; Electrical sparks begin to fly, being sent toward a target with the strength of a high-powered static shock.DF Effect: Deals 1d4 Electric-Based Damage

Name: Kabachu (Frostbite)Rank: Rank 0Description: The user focuses their magic through their arms, before sending forward a chilling mist. The mist then crawls over the targets skin, freezing it lightly from the cold, giving a minor case of frostbite.DF Effect: Deals 1d4 Cold-Based Damage

Rank 1: Costs 2 Mana Points to Use.

Name: Bashaki (Acidic Flair)Rank: Rank 1Description: The user focuses their magical energy, forming the it between their fingers before thrusting it forward; Focusing the magical energy into a blast of acidic energy, it slams into the target burning, melting, skin and flesh alike.DF Effect: Deals base 1d6+1 Acid-Based Damage

Name: Shakajaki (Flame Burst)Rank: Rank 1Description: The user takes in a breath as they place a hand over their mouth, focusing their magical powers before breathing out; A blast of fiery energy and magic is sent surging forward, slamming into the target burning them with red and yellow flames.DF Effect: Deals base 1d4+1 Fire-Based Damage, and an additional 1 fire-damage for the2 rounds following.

Name: Glacies Framea (glacial spear)Rank: Rank 1Description: The user places their hands together, focusing their magic through them to form it into a long blade composed of ice; it is then flunged launched forwards like an unstoppable forceto impale and run through whatever it comes into cotnact with.DF Effect: base 1d6 piercing-damage, the user cannot be subject to negativeeffects which comes from hitting or damage-return as a result from hitting with this.

Rank 2: Costs 4 Mana Points to Use.

Name: Bojuto Raiton (Lightning Shot)Rank: Rank 2Description: The user slides their fingers over the edge of a metallic surface before focusing their mana into a spark, this spark then becomes a line of lightning before shooting forward to slam into the target with eh force to put a small hole through them.DF Effect: Deals 1d4+3 Electric-Based Damage, andtargets up to 2 targets in a straight line targeting whatever standsin the wake.

Name: Hajikomaku Jishou Fuu (Thrust of Edged Wind)Rank: Rank 2Description: The user waves their hand over the air as they release the magic behind it, willing it into swirling blades of wind. Firing the wind blades off, they slam and impale into their target, disappearing afterward.DF Effect: Deals 2d4+2 Damage

Name: Banju Kiko (Boiling Smoke)Rank: Rank 2Description: The user takes a deep breath, focusing their mana through their lungs. Turning the energy itself into heat as they expel it all forward in a mass of boiling smoke, with the gust of desert winds behind it, of extreme heat hotter than boiling water.DF Effect: Deals 1d8+2 Heat-Based Damage

Name: Bahiko no Raitonshikima (Bolt of Lightning)Rank: Rank 3Description: The user closes their hand, focusing their magical energies into it. Slamming their hand forward, a bolt of lightning is sent at the target with the force to blow a nice hole through them.DF Effect: Deals 2d6+2 Lightning-Based Damage

Name: Hijimasho Toji (Flame Dance)Rank: Rank 3Description: The user focuses their magical power through their hands as they slam their palms together, spinning rapidly, thrusting their palms forward to send three flames whirling forward, as if the flames themselves were dancing.DF Effect: Deals 3d4+2 Fire Damage.

Name: Bijinamaku no Higama (Twin Acid Bolt)Rank: Rank 3Description: The user clenches both hands, focusing their energy to around them. Glowing a soft green, they then slam both hands into the ground, the glowing energy around their hands seeping into the earth causing it to glow about them. A rumbling echoes as the ground beneath cracks, sending bolts of acid-coated razor-sharp stone into the target.DF Effect: Two-Attacks, each done at an 1d4 acid-damage base againsta single or two separate targets, upon hitting the target also suffers degeneration (ignores dr) of 2for the following 2 rounds that stacks with itself.(int/wis and other damage-bonuses added once per target)

Name: Himashi no Jihoki Raitonjama (Lightning Bolt of Zeus's Wrath)Rank: Rank 4Description: The user traces their fingers over the air, drawing five different runes at high-speeds. Then, slamming their palms into it shouting the spells name, they pour their mana into the runes. Bolts filled with powerful magical energy shoot out, flying towards their target.DF Effect: Deals 2d10+2 Electricity-based Damage

Name: Timashi Drakon (Dragons Breath)Rank: Rank 4Description: Taking in a deep breath, the user begins to form flaming runes with their fingertips in front of their body. Thrusting their head forward to press their lips against the runes, they release the air from their lungs; Breathing air into the flaming runes, a cone of fire blasts forward with the power of a Dragons own breath.DF Effect: Deals 4d4+4 Fire-based Damage

Rank 5: Costs 10 Mana Points to use.

Name: Hijino Toufon (Snow Typhoon)*Rank: Rank 5 Description: The user begins to rapidly draw hundreds of seals across the earth as they focus their magic into them. Slamming their hands together then pressing them onto the earth, massive quantities of mana flow outwards; A giant wave of snow and ice blades crash down upon the opponents, swirling around them in a typhoon of blades and snow.DF Effect: AoE Up to 4 Targets, Deals 3d6+2 Ice-Based Damage

Name: Yingshu Yangshu Taishujami (Ying and Yang Duel-Beam)*Rank: Rank 5Description: The user focuses their mana through their hands, tracing the symbols of Yin&Yang through the air. Then by slamming one palm into each symbol: One glowing with darkness, the other glowing with light. From both symbols a beam shoots forth, soaring through the air towards their target.DF Effect: Two attack rolls, each attack deals 2d6+2 Damage. Wis/Int Bonus Damage is added to the Final Damage. The first roll is negative energy, the second roll is positive energy.

Name: Hamishoju Raitongaju no Fazishiromaku (Double Lightning of the Gods Wrath)Rank: Rank 5Description: The user focuses their magical energy through their hands as they trace runes in the air, forming a crackling giant rune. Thrusting their hand through it, a giant bolt of lightning blasts forward to slam into the target at such high-speeds that it sends them blasting backward and away from the sheer electrical power and speed, literally able to blow off limbs.DF Effect: Deals 2d10+10 Electricity-based Damage

Forbidden: Costs 20 Mana Points to use.

~( Forbidden Techs can only be used 1 time per fight. A char can use 2 of the forbidden techs in a single fight. After the first use there is a penalty of -5 to the stat used for the tech. The second use will additionally result in a loss of 2 mod points (4 stat points) to the stat used for the tech. These lost points must be repurchaced. This DOES stack. )~

Name: Heisho no Juka Draken Foju (Rain of the Hellfire Dragon)Rank: ForbiddenDescription: The user focuses their mana through their body, slamming their hands into the earth as they allow the magical energies to flow outward. Saying calmly the name of the spell, saying ‘Kai’ as a finish, they then rip pieces earth from the ground, the earth catches aflame as they blast it into the air. Giant pieces of earth shatter, causing flames of magical energy to rain down, filled with shattered pieces of razor-sharp earth.DF Effect: AoE even to allies, Deals 3d10+5 Fire-Based Damage.

Name: Tanjikoma Ikecelo (Wave of the Mountains Ice)Rank: ForbiddenDescription: Slamming their hands onto the ground, murmuring the name of the spell, before crying out “Kai!” and raising their hands to thrust both arms forward - The earth begins to rumble, shattering as a blast of ice is sent forth from the earth to blast all away, freezing and slicing all in its path apart.DF Effect: AoE up to two Targets, deals 3d8+6 Cold-Based Damage to Targets.

Of course you can make up your own type or element of magics, the below are merely guidelines from the aspect of logic within the Shinma-Universe.

Acid - Usualy deals a small damage as initial, but follows up with damage-reduction-ignoring degeneration, it melts through armor from simple point of logic.

Fire - Deals a wider dice with low damage minimum but higher damage maximum, followed up by burning damage that burns the target following up, the damage over time of fire unlike acid does not ignore DR.

Electricity/Lightning - Usualy holds the ability to target in a straight line or deallower-damage attacks that ignores DR totaly.

Sonic - Usualy ignores a certain ammount of DR, and deals an initial period of damage,can in rare cases stun the target but such decreases the initial hit's efficiency.

Frost/Cold - At times slows the target down with a debuff to hitting or defending, its not set in stone and exemplary an ice-spear that pierced your enemy wouldnt have that chillingeffect as its used to deliver physical force rather than actualy chilling the target.

Holy/Divine/Light - Usualy doesnt deal alot of damage but has a bolstering effect for its user or the friendly-target if its a possitive-spell, or deals extra damage against unholy orundead foes.

Earth/Rock - Usualy deals a set ammount of damage as oposed to a dice, can have abnormal concussive force that renders your foe temporarily unconcious or knocks them out of the battle for afew rounds.

Darkness/Unholy - Not realy set in stone, but it will -never- heal unless you're an undead or your target is a creature of great evil and unholiness.